IWD - Tactics 101
I have a lot of multi-classing tips, but unfortunately they only apply to 3E (i.e. IWDII). My old "mage-bombing" tricks are recorded here.
Nature’s first green is gold,
Her hardest hue to hold.
Her early leaf’s a flower;
But only so an hour.
Then leaf subsides to leaf.
So Eden sank to grief,
So dawn goes down to day.
Nothing gold can stay.
Her hardest hue to hold.
Her early leaf’s a flower;
But only so an hour.
Then leaf subsides to leaf.
So Eden sank to grief,
So dawn goes down to day.
Nothing gold can stay.
I have team good in melee/ranged and magic:
1.Paladin-human (to get Justice Blade, he can cast for ex. Divine power that increase his abilities <dmg>)
2.Dwarf-fighter
3.Human lvl3fighter/mage-transmutation to cast spells and hit with crossbow< or fight with sword when tenser transformed>
4.human lvl3 fighter/cleric -to heal and fight
5.halfling thief- sneak attack is great!!!!!
6.half-elf bard -sith song is the best for healing many of party members
With this team I easily ended IWD, HoW and trials of Luremaster( that last adventure was the hardest one, I think)
1.Paladin-human (to get Justice Blade, he can cast for ex. Divine power that increase his abilities <dmg>)
2.Dwarf-fighter
3.Human lvl3fighter/mage-transmutation to cast spells and hit with crossbow< or fight with sword when tenser transformed>
4.human lvl3 fighter/cleric -to heal and fight
5.halfling thief- sneak attack is great!!!!!
6.half-elf bard -sith song is the best for healing many of party members
With this team I easily ended IWD, HoW and trials of Luremaster( that last adventure was the hardest one, I think)
- corsair
- Posts: 210
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I have a party of a lvl 7 FIghter, lvl 5/5 fighter/thief and a lvl 4/5 fighter/cleric. I am currently on the first level of dragon's eye and I am hoping to complete the game with just these three characters. Do you think I will be able to do it?
John 3:16-17
16-For God so loved the world, that he gave his only begotten son, so that anyone who believes in him may not perish but may have eternal life.
17-Indeed, God did not send the Son into the world to condemn the world, but in order that the world might be saved through him.
16-For God so loved the world, that he gave his only begotten son, so that anyone who believes in him may not perish but may have eternal life.
17-Indeed, God did not send the Son into the world to condemn the world, but in order that the world might be saved through him.
Hmmm???
You have good team but no excellent!!
You have no mage and this is first weakness of your team>
Your team members are often multiclass and that means your fighter could be lvl 26 on HOW and the rest of your team will be only 18/17 or something!!!!
Better fast modify your team and give them min one mage!!!!
Fighter/cleric is not very good combination.
Better is cleric/ranger so next time choose wisely your characters
;-)
You have good team but no excellent!!
You have no mage and this is first weakness of your team>
Your team members are often multiclass and that means your fighter could be lvl 26 on HOW and the rest of your team will be only 18/17 or something!!!!
Better fast modify your team and give them min one mage!!!!
Fighter/cleric is not very good combination.
Better is cleric/ranger so next time choose wisely your characters
;-)
- corsair
- Posts: 210
- Joined: Sat Aug 30, 2003 6:31 am
- Location: The United States of Hypocrisy
- Contact:
I put a mage in and hes lvling like crazy. Im on the 3rd lvl of dragons eye now and I just hate undead and his fireball is makin it easier to clear out the wights. Thanx for the advice, but Ill keep my other chars.
John 3:16-17
16-For God so loved the world, that he gave his only begotten son, so that anyone who believes in him may not perish but may have eternal life.
17-Indeed, God did not send the Son into the world to condemn the world, but in order that the world might be saved through him.
16-For God so loved the world, that he gave his only begotten son, so that anyone who believes in him may not perish but may have eternal life.
17-Indeed, God did not send the Son into the world to condemn the world, but in order that the world might be saved through him.
- wolf-demon
- Posts: 2
- Joined: Mon Jul 05, 2004 4:01 pm
- Contact:
I'm a particular fan of Skull Trap (mage lvl 3) and Glyph of Warding (Cleric lvl 3) when dealing with hordes. Find bottle-neck area and load them with skulls and glyphs, leaving a path for your scout to get by. Then send out a hasted (or boots of speed) scout to darw in the crowds. He slips by all the traps, then angles over behind them so the pursuing monsters change their path to walk right through the minefield (instead of the path you left open).
I used this method on the bridges in the underground area of the Burial Isle in HOW. It beat up the barrow wights and drowned dead enough that the first waive was normally dead, and the second waive was seriously hurting. Each skull packs the same punch as a fireball, so you can imagine the carnage inflicted when a group of baddies walks into 3 or 4 succesively.
Skull Trap is one of my favorite spells. My mage tosses them into groups like it's a grenade. It's got a smaller area of effect so it works in closer quarters than fireball. There is no way to protect from it though, so it takes some practice to get the range where it blows up the backs of your enemies while missing the front of your allies.
Sometimes the monsters will miss a skull trap or glyph and you're left with a land mine to negotiate. This is easily remedied by summoning a monster right on top of the trap.
I used this method on the bridges in the underground area of the Burial Isle in HOW. It beat up the barrow wights and drowned dead enough that the first waive was normally dead, and the second waive was seriously hurting. Each skull packs the same punch as a fireball, so you can imagine the carnage inflicted when a group of baddies walks into 3 or 4 succesively.
Skull Trap is one of my favorite spells. My mage tosses them into groups like it's a grenade. It's got a smaller area of effect so it works in closer quarters than fireball. There is no way to protect from it though, so it takes some practice to get the range where it blows up the backs of your enemies while missing the front of your allies.
Sometimes the monsters will miss a skull trap or glyph and you're left with a land mine to negotiate. This is easily remedied by summoning a monster right on top of the trap.
I've finished IWD1 a number of times, and I'll mention some things that may help.
As some have mentioned, Grease is a useful spell early. I took out the Auril Priestess and her Yetis with it. For the Snake Queen battle, I usually cast Web and throw a Fireball and potion to soften up the attack group. One spell I've not seen a mention of is Chromatic Orb. At the higher levels, it's very effective and can kill targets immediately. I tend to keep the oil flasks for the Severed Hand since you often get attacked by groups there. Another cheesy tactic is to take the max AC character(usually my Halfling Fighter/Thief) to "tank" against some heavy hitters and let the rest of my party nail the attackers with missile weapons. You can lure monsters into archery ambushes with a character using the Boots of Speed. Summoning also has a handful of uses, mostly in Lower Dorn's(the Idol and Ilmadia are perfect for summons). I believe anybody starting this game with a new party should include a Bard. The Lore(no need for ID spells) and spellcasting ability make them fairly useful.
As some have mentioned, Grease is a useful spell early. I took out the Auril Priestess and her Yetis with it. For the Snake Queen battle, I usually cast Web and throw a Fireball and potion to soften up the attack group. One spell I've not seen a mention of is Chromatic Orb. At the higher levels, it's very effective and can kill targets immediately. I tend to keep the oil flasks for the Severed Hand since you often get attacked by groups there. Another cheesy tactic is to take the max AC character(usually my Halfling Fighter/Thief) to "tank" against some heavy hitters and let the rest of my party nail the attackers with missile weapons. You can lure monsters into archery ambushes with a character using the Boots of Speed. Summoning also has a handful of uses, mostly in Lower Dorn's(the Idol and Ilmadia are perfect for summons). I believe anybody starting this game with a new party should include a Bard. The Lore(no need for ID spells) and spellcasting ability make them fairly useful.
I'd rather be part bull than a complete sheep.
http://www.sorcerers.net/Games2/DaveO/ - Might and Magic 6-9 patches
http://www.sorcerers.net/Games2/DaveO/ - Might and Magic 6-9 patches
- Philos
- Posts: 781
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- Location: Near the house that Elvis built
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Skull Trap and Glyph Tricks
JSP, I too like to use them like a hand grenade. That way you don't have to bother with trying to lure them in the right direction or trying to avoid it yourself. IMHO, you can usually get more bang for the buck this way. Because if they walk into it, seems to catch 3 or 4 at most as they usually start spread out. But it works wonders in places where there's a big bunch of the bad guys and you can block a narrow gap, like the bridges. The enemy bunch up behind their front row and then by tossing the skull or glyph on someone in the back or middle (depending on the size of the group) you can hammer just about the whole group (with a little practice) and leave your front row fighters untouched.
I agree with you too DaveO that Chromatic Orb is often overlooked. I think many forget that its powers go up "dramatically" with the mage's level. Usually have a couple in the memorized inventory. I locked the game up once because I hit Brother P in the "cave" encounter with one and he failed his save. He was frozen in place and I then proceeded to hit him far beyond what I should have before he teleports out. He was stuck and couldn't teleport and the game wouldn't let him die because he was still needed for the final chapter.
JSP, I too like to use them like a hand grenade. That way you don't have to bother with trying to lure them in the right direction or trying to avoid it yourself. IMHO, you can usually get more bang for the buck this way. Because if they walk into it, seems to catch 3 or 4 at most as they usually start spread out. But it works wonders in places where there's a big bunch of the bad guys and you can block a narrow gap, like the bridges. The enemy bunch up behind their front row and then by tossing the skull or glyph on someone in the back or middle (depending on the size of the group) you can hammer just about the whole group (with a little practice) and leave your front row fighters untouched.
I agree with you too DaveO that Chromatic Orb is often overlooked. I think many forget that its powers go up "dramatically" with the mage's level. Usually have a couple in the memorized inventory. I locked the game up once because I hit Brother P in the "cave" encounter with one and he failed his save. He was frozen in place and I then proceeded to hit him far beyond what I should have before he teleports out. He was stuck and couldn't teleport and the game wouldn't let him die because he was still needed for the final chapter.
UNCOMMON VALOR WAS A COMMON VIRTUE
My party consisted of:
Human: Fighter 3/ Conjurer X
Human: Fighter 3/ Transmuter X
Human: Fighter 3/ Cleric X
Elf: Fighter/thief multiclass
I cleared the game on very hard and it was VERY EASY! I started with three characters but after a while i added my fourth character (the conjurer). If I felt like it, I would use the DeadZone tactic (lot's of Web and Cloudkills/fireballs + Bow shots) or I would just buff upp all my party members with Haste, Prayer, Emo: Hope, Emo: Courage and stuff like that and engage the enemies in melee or ranged combat. I killed Behlifet in 20 seconds without sustaining any serious damage. A pretty good party....
,
Human: Fighter 3/ Conjurer X
Human: Fighter 3/ Transmuter X
Human: Fighter 3/ Cleric X
Elf: Fighter/thief multiclass
I cleared the game on very hard and it was VERY EASY! I started with three characters but after a while i added my fourth character (the conjurer). If I felt like it, I would use the DeadZone tactic (lot's of Web and Cloudkills/fireballs + Bow shots) or I would just buff upp all my party members with Haste, Prayer, Emo: Hope, Emo: Courage and stuff like that and engage the enemies in melee or ranged combat. I killed Behlifet in 20 seconds without sustaining any serious damage. A pretty good party....
,
You guys are my best friends, we've always been together, we're four of a kind laughing all day and palling away, we're best friends!
Hello all. I'm new to this board, but not to IE games.
I've read thru this particular thread (great stuff, Gruntboy!) and there's a particular tactic that I have only seen partially refered to. And this tactic is perfectly useful in IWD1&2 and the BG games.
I call it the "Kill Zone".
The Kill Zone is a great tactic to use when you have an incoming mob of enemies, particularly if the terrain will give you a choke point, like a narrow passage.
What you do is cast spells like Grease, Entangle*, and Web for starters. Spells that will seriously impede the enemy's mobility. (*Entangle doesn't work inside in IWD2, but does in IWD1 IIRC. Don't remember for the BG games.) The follow up to these are spells that totally immobilize the enemy, like Emotion Hopelessness, Symbol of Hopelessness, or various Hold Spells. Anything to keep the enemy immobilize inside the Kill Zone.
Next, what you do is cast spells that do damage over multiple rounds, like various arcane magic fog spells or the druidic Spike Growth and Spike Stones spells.
BTW, while your spellcasters are casting these spells, have your non-spellcasters suppliment the attack with their ranged weapon of choice.
And another way to fine tune this tactic is to use certain summons inside the Kill Zone. Sure, you can use any old summons, cuz you don't really care whether they die or not. But if you want to be nasty, dump a fire elemental in the kill zone and limit your heavy duty magical attacks to fire based ones. Not only does the FE ignore your damage, he may even get some free healing. Or perhaps some undead summons inside a cloudkill.
Another point about summons and kill zones. Summons are great for keeping the enemy stuck in the KZ if you get them to attack your summons. In fact, sometimes the best thing to do is to have the summons be sort of a magnet for attacks, then drop the KZ on your summons once the enemies close in on your tame monster.
This is a devastating tactic that I've used both in IWD1 and IWD2 and IWD (HOF mode) to great effect.
And it doesn't absolutely have to be used in tight spaces. It will work rather well in more open areas, since nearly every enemy will walk straight into a kill zone, rather than try to walk around it.
Kill Zones are particularly great when you are faced with a major mob of enemies. Launching your standard fireball into the face of that incoming mob seems like a pretty standard tactic. And it will do its fair share of damage. But tying down that mob in a choke point of grease, webs, and entangles, then dropping even just 2-3 multi-round damaging spells, along with your warriors' ranged fire is an utterly devastating tactic, particularly if you keep those enemies in the KZ.
A note on ranged weapon targetting. My standard practice was to target those enemies that were closest to my party and not stunned by some sort of Holding or Hopelessness spell. The enemies that were fully stunned, I'd leave alone and let the gas and fire and acid do its damage. I'd focus on the annoying baddy that was slowly slogging thru the grease and webs towards me. Basically this ... ranged weapons attack the closest enemy that's still moving.
I don't know how well this tactic works in IWD1-HOF mode, but it was exceptionally useful in IWD2's HOF mode, particularly in conjuncture with some summons.
I've read thru this particular thread (great stuff, Gruntboy!) and there's a particular tactic that I have only seen partially refered to. And this tactic is perfectly useful in IWD1&2 and the BG games.
I call it the "Kill Zone".
The Kill Zone is a great tactic to use when you have an incoming mob of enemies, particularly if the terrain will give you a choke point, like a narrow passage.
What you do is cast spells like Grease, Entangle*, and Web for starters. Spells that will seriously impede the enemy's mobility. (*Entangle doesn't work inside in IWD2, but does in IWD1 IIRC. Don't remember for the BG games.) The follow up to these are spells that totally immobilize the enemy, like Emotion Hopelessness, Symbol of Hopelessness, or various Hold Spells. Anything to keep the enemy immobilize inside the Kill Zone.
Next, what you do is cast spells that do damage over multiple rounds, like various arcane magic fog spells or the druidic Spike Growth and Spike Stones spells.
BTW, while your spellcasters are casting these spells, have your non-spellcasters suppliment the attack with their ranged weapon of choice.
And another way to fine tune this tactic is to use certain summons inside the Kill Zone. Sure, you can use any old summons, cuz you don't really care whether they die or not. But if you want to be nasty, dump a fire elemental in the kill zone and limit your heavy duty magical attacks to fire based ones. Not only does the FE ignore your damage, he may even get some free healing. Or perhaps some undead summons inside a cloudkill.
Another point about summons and kill zones. Summons are great for keeping the enemy stuck in the KZ if you get them to attack your summons. In fact, sometimes the best thing to do is to have the summons be sort of a magnet for attacks, then drop the KZ on your summons once the enemies close in on your tame monster.
This is a devastating tactic that I've used both in IWD1 and IWD2 and IWD (HOF mode) to great effect.
And it doesn't absolutely have to be used in tight spaces. It will work rather well in more open areas, since nearly every enemy will walk straight into a kill zone, rather than try to walk around it.
Kill Zones are particularly great when you are faced with a major mob of enemies. Launching your standard fireball into the face of that incoming mob seems like a pretty standard tactic. And it will do its fair share of damage. But tying down that mob in a choke point of grease, webs, and entangles, then dropping even just 2-3 multi-round damaging spells, along with your warriors' ranged fire is an utterly devastating tactic, particularly if you keep those enemies in the KZ.
A note on ranged weapon targetting. My standard practice was to target those enemies that were closest to my party and not stunned by some sort of Holding or Hopelessness spell. The enemies that were fully stunned, I'd leave alone and let the gas and fire and acid do its damage. I'd focus on the annoying baddy that was slowly slogging thru the grease and webs towards me. Basically this ... ranged weapons attack the closest enemy that's still moving.
I don't know how well this tactic works in IWD1-HOF mode, but it was exceptionally useful in IWD2's HOF mode, particularly in conjuncture with some summons.
Skull Trap, Killzone
The killzone bit was really helpful. I havent tried it before now, so Im far from mastering it. However Its absolutely lovely to use on bridges, and bottlenecks! I used it frequently in Dorns Deep alot, and Im trying to use it in places on Burial Isle at the moment. I usually open up with a Web or Grease (I tend to find web more effective against smaller targets, since grease will only slow them down, not stop them completely) spell; then I move on to cloud kill, or if Im facing undead Ill throw in some acid storm. Any area of effect works great for me, and I can just let my archers sit back and pick off the weak ones.
When I got the spell, Skull Trap became my favorite and I have 3 or 4 slots of it memorized. I used it in Dragons eye against Presio's undead whights and trolls. My fighters would form a barricade in a chokepoint, while my mage right behind them and the archers would launch a skull trap towards the rear end of the horde of monsters. I wouldnt throw it too far back, or too close, lest it exploded onto my own party or didnt hit enough enemies.
Well heres a lil tip I have: Assign Gem/Potion/Scroll carriers for your party. Currently my priest has a couple gem bags to keep all that shiny stuff until we find a merchant. My mage takes the scrolls in a scroll case, and my bard keeps the potions. This is really helpful because before I would toss potions or scrolls that I thought I wouldnt need later, or I didnt have enough space in my inevntory. Remember to save your potions especially, and store your specialized equipment in characters that you know are more resistant to effects like paralize, confusion, and other crowd control spells. It would be pretty bad if your entire party was poisoned and the only antidote potions were in the control of your halfling theif, who happens to be under the effects of an Umber Hulk Gaze.
The killzone bit was really helpful. I havent tried it before now, so Im far from mastering it. However Its absolutely lovely to use on bridges, and bottlenecks! I used it frequently in Dorns Deep alot, and Im trying to use it in places on Burial Isle at the moment. I usually open up with a Web or Grease (I tend to find web more effective against smaller targets, since grease will only slow them down, not stop them completely) spell; then I move on to cloud kill, or if Im facing undead Ill throw in some acid storm. Any area of effect works great for me, and I can just let my archers sit back and pick off the weak ones.
When I got the spell, Skull Trap became my favorite and I have 3 or 4 slots of it memorized. I used it in Dragons eye against Presio's undead whights and trolls. My fighters would form a barricade in a chokepoint, while my mage right behind them and the archers would launch a skull trap towards the rear end of the horde of monsters. I wouldnt throw it too far back, or too close, lest it exploded onto my own party or didnt hit enough enemies.
Well heres a lil tip I have: Assign Gem/Potion/Scroll carriers for your party. Currently my priest has a couple gem bags to keep all that shiny stuff until we find a merchant. My mage takes the scrolls in a scroll case, and my bard keeps the potions. This is really helpful because before I would toss potions or scrolls that I thought I wouldnt need later, or I didnt have enough space in my inevntory. Remember to save your potions especially, and store your specialized equipment in characters that you know are more resistant to effects like paralize, confusion, and other crowd control spells. It would be pretty bad if your entire party was poisoned and the only antidote potions were in the control of your halfling theif, who happens to be under the effects of an Umber Hulk Gaze.
Messing with IWD: HoW, HoF mode
Hi all!
Im uncertain about some infos heard about the expansion of IWD, and thought that might be useful if someone could reveal me a few things.
In Hearth of Fury mode, how can i reach the max level with my party? What tactics are usefully and foremost, am i able to reach full experience with 6 party members, or do i need to go along with fever team mates?
Ty for your answers!
Hi all!
Im uncertain about some infos heard about the expansion of IWD, and thought that might be useful if someone could reveal me a few things.
In Hearth of Fury mode, how can i reach the max level with my party? What tactics are usefully and foremost, am i able to reach full experience with 6 party members, or do i need to go along with fever team mates?
Ty for your answers!
My estimation is that you'll gather slightly less than 60,000,000 XP during a HoF mode run through IWD+HoW+TotL (without XP farming), so each character in a party of 6 should get about 9,000,000 XP or even more, allowing to reach the level 30 cap for most characters.
A dualclassed fighter9/mage will easily reach the cap, while a triple class mage will improve until 22,500,000 XP.
As for tactics: Buffed summons work quite well, so do spells like web, entangle, PW:blind or symbol of hopelessness.
A dualclassed fighter9/mage will easily reach the cap, while a triple class mage will improve until 22,500,000 XP.
As for tactics: Buffed summons work quite well, so do spells like web, entangle, PW:blind or symbol of hopelessness.
Ty dude!kmonster wrote:My estimation is that you'll gather slightly less than 60,000,000 XP during a HoF mode run through IWD+HoW+TotL (without XP farming), so each character in a party of 6 should get about 9,000,000 XP or even more, allowing to reach the level 30 cap for most characters.
A dualclassed fighter9/mage will easily reach the cap, while a triple class mage will improve until 22,500,000 XP.
As for tactics: Buffed summons work quite well, so do spells like web, entangle, PW:blind or symbol of hopelessness.
But i have still questions for u then How can i make an 'XP farming' and where is the best to do it? And run HoF through IWD u mean to run it from the beggining lvl1? Isn't it a bit impossible?
And additinally: which cast (dual, multi, etc) would you advise for HoF mode? Whose are the strongests to live through?
For XP farming you can rest in unsafe territory and hope to get disturbed for fighting XP or fight endlessly respawning monsters.
Popular places for HoF mode are the southeastern Tomb in the Vale of Shadows where about 10 skeletons reappear endlessly when you reenter after having cleared it, you could also have your cleric turn the undead the lich summons in chapter4 endlessly.
But this is neither neccessary nor fun.
The manual recommends starting HoF with veteran characters, but it's possible to beat it with unequipped level 1 characters, the beginning will be harder, but you'll gain levels fast.
As for HoF party: Any balanced party should do, it's not neccessary to powergame. A nice party would consist of:
1 Bard
1 Fi9/Mage
1 Ra/Cl
1 Fi/Dr
1 thief multiclass
1 character of your choice
Popular places for HoF mode are the southeastern Tomb in the Vale of Shadows where about 10 skeletons reappear endlessly when you reenter after having cleared it, you could also have your cleric turn the undead the lich summons in chapter4 endlessly.
But this is neither neccessary nor fun.
The manual recommends starting HoF with veteran characters, but it's possible to beat it with unequipped level 1 characters, the beginning will be harder, but you'll gain levels fast.
As for HoF party: Any balanced party should do, it's not neccessary to powergame. A nice party would consist of:
1 Bard
1 Fi9/Mage
1 Ra/Cl
1 Fi/Dr
1 thief multiclass
1 character of your choice
Hi again!
Thx for your tips therefore, but alas i can only make process very slowly. First of all i have a bard, and she can cast 2 first level spells now, but i can't use her because i cannot find any scrolls, and also shops haven't got them...
Is Kuldahar the first place where i can buy spells, or where can i find useful ones for low levels (like magic missle)? Not to mention that my mage has got a 2nd lvl spell, which i haven't find yet also...
Thx for your tips therefore, but alas i can only make process very slowly. First of all i have a bard, and she can cast 2 first level spells now, but i can't use her because i cannot find any scrolls, and also shops haven't got them...
Is Kuldahar the first place where i can buy spells, or where can i find useful ones for low levels (like magic missle)? Not to mention that my mage has got a 2nd lvl spell, which i haven't find yet also...
If it's your first time through the game I recommend playing normal difficulty. The game was designed and balanced for normal difficulty, HoF mode is just a bonus for players who have finished the game in normal mode and want a crazy extra hard challenge.
You'll find the same scrolls as in normal mode, 2 level1 spells are in the back of Pomab's Emporium and in the orc cave should be a level2 scroll.
There 's also at least one in the Kuldahar pass area, but the most low level scrolls can be bought in Kuldahar or found in the Vale of Shadows.
You'll find the same scrolls as in normal mode, 2 level1 spells are in the back of Pomab's Emporium and in the orc cave should be a level2 scroll.
There 's also at least one in the Kuldahar pass area, but the most low level scrolls can be bought in Kuldahar or found in the Vale of Shadows.
I think you just misunderstood me, i'm playing with IWD 3rd time, just the second walkthrough was years ago, so not everything comes back to my memory...kmonster wrote:If it's your first time through the game I recommend playing normal difficulty. The game was designed and balanced for normal difficulty, HoF mode is just a bonus for players who have finished the game in normal mode and want a crazy extra hard challenge.
You'll find the same scrolls as in normal mode, 2 level1 spells are in the back of Pomab's Emporium and in the orc cave should be a level2 scroll.
There 's also at least one in the Kuldahar pass area, but the most low level scrolls can be bought in Kuldahar or found in the Vale of Shadows.
But alas i haven't solved the problem yet. I'm in Dragon's Eye, and my mage(s) /dual, multi, and so on /, still can use higher level spells, than the scrolls i can get the same time (now 5th lvl spells the problem, but i think that it will continoue through the whole game)...